﻿Shader "Custom/VertexColors"
{
    Properties{
        _Color("Color",Color)=(1,1,1,1)
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        _Glossiness ("Smoothness", Range(0,1)) = 0.5
        _Metallic ("Metallic", Range(0,1)) = 0.0
    }
    SubShader{
        Tags{"RenderType"="Opaque"}//不透明
        LOD 200
        CGPROGRAM
        
        #pragma surface surf Standard fullforwardshadows
        #pragma target 3.0
 
        sampler2D _MainTex;
 
        struct Input {
            float2 uv_MainTex;
            float4 color : COLOR;
        };
 
        half _Glossiness;
        half _Metallic;
        fixed4 _Color;
 
        void surf (Input IN, inout SurfaceOutputStandard o) {
            fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
            o.Albedo = c.rgb * IN.color;
            o.Metallic = _Metallic;
            o.Smoothness = _Glossiness;
            o.Alpha = c.a;
        }
        ENDCG
    }
    
    FallBack "Diffuse"
}
